Just started the dreaded skin painting part of my model and im a little stuck.

I have painted 2 sections completely separate. The right Gun Arm is completely painted with the right arm joint, and the body is completely painted with the torso joint (see pics). When checked with corresponding points (ie selecting torso joint) the arm model is completely black so there should be no association between the 2 joints.

Now when i rotate the gun arm, its STILL attaching to the pipes and few bolts on the body (see 2nd pic).

I have painted painted and painted the areas which are being effected, but i cant seem to get these parts associated with the correct area! Ive turned the model inside out Is there a way to say, paint the whole object that is selected (instead of using the brush)?

3rd pic is what my settings are.

Any tips?

http://img412.imageshack.us/img412/2197/prob1a.jpg

http://img706.imageshack.us/img706/3316/prob2t.jpg

http://img515.imageshack.us/img515/9542/prob3.jpg

Dustin

03-10-2010, 02:30 AM

you'll notice in your paint weights tool that there is a "flood" button, and that will basically paint the weights of the entire model with your current setttings. The other thing you can use is the component editor, and then choose the smooth skins tab. This will show you the exact numerical value of the weight, rather than a black to white visual, which is handy for finding some of those tiny values that might be influencing your mesh.

One thing you may want to do (depending on how your model is broken up) is use constraints or parenting to attach the rigid parts of your model to the joints. If there is no deformation to the mesh, there is no reason to skin it. So your gun and torso could be constrained to the joints, and then the pipes can be skinned, if they deform.

Darksuit

03-10-2010, 06:15 PM

going to agree with dustin here. Most Hard surface rigging or mechanical rigging should not require any skinning at all. You only want to be skinning if there is some mesh deformation or you are limited by the number of meshes in a scene for FPS or engine reasons.

Even then most engineers will let you slide when you tell them that your not skinning the mesh. Which makes them happy since its less overall load on the system resources.

Just break your mesh down into the parts you want to move and parent those to the bones that will move.

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03-10-2010, 06:15 PM

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